Gamasutra: The Art & Business of Making Gamesspacer
View All     Post     RSS
May 25, 2013




If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Updates » Production
FOX engine brings Kojima Productions one step closer to photo-reality 9
by Leigh Alexander [03.27.13]
At GDC 2013, Kojima Productions revealed Metal Gear Solid 5, showed off its photorealistic FOX engine, and confirmed a brand-new game development office in Los Angeles.
Console/PC, Programming, Art, Production, GDC

GDC 2013 Day 2: F2P problems and solutions  
by Staff [03.27.13]
The second day of GDC 2013 included notable talks from QWOP developer Bennett Foddy on F2P problems, Kongregate COO Emily Greer on successful F2P strategies, and Subset Games on FTL's postmortem.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

One Life Left returns for Official GDC Podcast 1
by Gamasutra Community [03.27.13]
Video game radio gurus One Life Left are in San Francisco this week, teaming up with Gamasutra for the Official GDC Podcast. Co-host Ann Scantlebury explains what's in store.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Designing without a pitch - An FTL postmortem 2
by Simon Parkin [03.26.13]
FTL: Faster Than Light developers Matthew Davis and Justin Ma didn't bother with a design document -- after all, they expected it to be a three-month side project. But when development got serious, they had to adjust.
Indie, Design, Production, GDC

Sony kills concept approval, makes moves to get indies onto PS4 Exclusive 16
by Christian Nutt [03.25.13]
Gamsutra speaks with Sony's Adam Boyes, who heads up its publisher and development relations team, about changes it's making to become more developer-friendly.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive, GDC

Mark of the Ninja creator: Innovation no excuse for crunch 6
by Simon Parkin [03.25.13]
Jamie Cheng, founder of Klei Entertainment, creator of the XBLA games Shank and Mark of the Ninja had strong words for any game maker who might claim that working extensive overtime is an intrinsic part of making 'art'.
Console/PC, Indie, Design, Production, GDC

Lessons from The Unfinished Swan's unique development journey  
by Leigh Alexander [03.25.13]
Giant Sparrow creative director Ian Dallas shares what he learned in The Unfinished Swan's journey from USC student prototype to full-scale, 12-person PlayStation Network release.
Console/PC, Indie, Programming, Art, Design, Production, Student/Education, GDC

GDC 2013: What you need to know onsite  
by GDC Staff [03.22.13]
With just three days before GDC 2013 begins, organizers are offering suggestions to maximize attendees' experience, including a full attraction line-up, the schedule builder and mobile app.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, GDC

Video: The making of the original SNES Harvest Moon 4
by GDC Vault Staff [03.22.13]
Yasuhiro Wada discusses creating the original Harvest Moon for the Super Nintendo, sharing his inspiration for its design and the collapse that almost ended its development, in this free lecture from GDC 2012.
Console/PC, Design, Production, Video, GDC

Epic's boss on the future of engine tech GDMag Exclusive 17
by Staff [03.22.13]
In this Game Developer magazine interview, Epic founder Tim Sweeney discusses the present and future of 3D engines -- discussing what technologies will and won't make the cut.
Console/PC, GD Mag, Programming, Art, Production, GD Mag Exclusive

Road to the IGF: ATUM Exclusive 1
by John Polson [03.22.13]
NHTV Breda designers Marta Clavero Jimenez and Thomas Buijtenweg discuss their team's IGF 2013 student finalist ATUM, a puzzle platformer inside a point-and-click game attempting to break the fourth wall.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video, IGF

A quick guide to making a game in HTML5 2
by Gamasutra Community [03.22.13]
A blog post that acknowledges technical limitations of working with HTML5, while offering solutions for developing high-quality mobile games using the nascent technology.
Console/PC, Smartphone/Tablet, Indie, Programming, Production

Your indie guide to IGF 2013: A GDC primer  
by GDC Staff [03.21.13]
The week-long 2013 Game Developers Conference, which hosts the Independent Games Festival and Summit, begins Monday. We're highlighting some of the can't miss indie-related events happening every day.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

Road to the IGF: Michael Lee on mindful xp Exclusive  
by John Polson [03.21.13]
Carnegie Mellon student Michael Lee speaks about his team's mindful xp, a collection of prototypes with meaningful mechanics, interactions, and goals of evoking a particular theme or personal experience.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video, IGF

Dwarf Fortress: A game that will live forever? 9
by Gamasutra Community [03.20.13]
Will the influential indie game last forever? An exploration of the developers' claim that it will have a 20 year cycle -- and what that can mean for both it, and for games at large.
Indie, Design, Production

GDC 2013 highlights Tomb Raider, StarCraft II: HotS talks; discount pre-reg ends tonight  
by GDC Staff [03.20.13]
On the last day of discounted registration, GDC 2013 organizers are highlighting major talks on leading games including Diablo III, StarCraft II: Heart of the Swarm, Tomb Raider, and CSR Racing.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

Video: Valve on Portal 2, the 'sequel to a game that doesn't need one' 1
by GDC Vault Staff [03.20.13]
An early Portal 2 that Valve experimented with didn't have Chell, GLaDOS, or even portals, writers Chet Faliszek and Erik Wolpaw reveal in discussing the "sequel to a game that doesn't need one."
Console/PC, Design, Production, Video, GDC

Road to the IGF: Arcane Kids' Zineth Exclusive 1
by John Polson [03.20.13]
Arcane Kids' Russell Honor discusses IGF student finalist Zineth, a Jet Set Radio-like platformer which takes place in a world absorbed by a cellphone game.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video, GDC

Get a job: Apply to be Gameloft's new community manager  
by Frank Cifaldi [03.19.13]
"Grow community interactions on social media and external forums. Identify, build, and maintain relationships with key influencers and power users and track the impact."
Smartphone/Tablet, Production, Recruitment

Valve goes VR with official Oculus Rift support 3
by Frank Cifaldi [03.18.13]
Valve's popular Team Fortress 2 -- which the studio previously told us is its guinea pig for new tech and business opportunities -- will officially support the unit with a game update in the next couple of weeks.
Console/PC, Indie, Programming, Design, Production, Business/Marketing